What I am doing is, I have empty object with signal receiver script and ACs trigger script ( no collision nothing - it will only be triggered if you call the signal )
On this objects signal receiver, its setup so that if it receives signal, it has …
You could maybe use signals inside timeline to trigger AC action lists. I use it for some audio synced minigame myself - I have signals inside timeline, sending signals to interact with AC triggers, which asks for player input
I managed to recreate it in fresh project with just AC and some sample mecanim humanoid and still broken - maybe something that happened with Attachment points changes in 1.81?
You are right, I made it work with render texture, but now when I play it through AC it stops working when I check "wait until finish" (video just never starts)
changed Transform.forward/Transform.position to acCamera.transform.forward/acCamera.transform.position and it seems to work as intended,
Thanks again Chris!
Thanks Chris,
getting some errors on the script ( An object reference is required for the non-static field, method, or property)
will try to look into it afternoon
Hey Chris, you are the best!
I added those HDCameraData and can now change lens settings for my camera for each shot, and it looks awesome!
Thanks a lot!
Hey Chris, thanks for response -
Just to clarify if I understand correctly - If I wanted to have full ingame dialogue, like, for example in Oxenfree ( full controll over character while talking, chosing responses etc ) I would need to either move n…
Hey, you can start here - https://adventurecreator.org/tutorials/quick-time-events-1
You can use timeline, thats how I do it. I created timeline for whole QTE thing, and another timeline for failed QTE, then I have parallel actions, one action run …
I tried it with the Unity UI script from wiki -
It is changing cursors as intended - but I came across few problems-
When I check "lock cursor in screen center when game begins" it doesnt immediately take my cursor texture, I have to unl…